Thanks for trying the demo, guys! And I'm glad to hear that you like the keyboard + mouse controlscheme because personally I found it pretty interesting, too. Maybe I'll expand on that idea over the christmas break and add some gameplay.
@AgingMinotaur, I agree that the subtle change of viewing direction despite NOT moving the mouse is a little annoying. I could imagine 2 solutions:
a) only when the mouse is getting moved the desired viewdirection is recalculated. Very easy to implement.
b) the character is always in the center of the screen and the map is scrolling. That way your mouse positiion would always be relative to the character regardless of it's current world position.
Based on your feedback I added 2 new control schemes to the
demo:
What I mean is: the character is facing N, you press right arrow (RA) to turn E, you press up arrow (UA) to walk E, you press and hold shift and press UA and you still move E (shift just means "no turning" but when going forward no turning is involved anyway), you hold the shift and press RA and you now move S (right arrow meaning move to the right according to character's perspective without turning). That would be what I meant and what I think would be easier to grasp.
I added this as "Control Scheme 2" but I can't get the strafing right on an intuitive level. :/
I've just tried implementing it in URR, and currently each numpad key moves you in that direction (so up is up, no matter how you face) and with shift held down, the same applies (ie up is up), and it works really well, actually.
I'm not sure I understood you correctly. Is "Control Scheme 3" what you meant? I quite like it. I would prefer this over 1 and 2.
But it makes looking around a dedicated action (costing a turn) and I'm not sure how that affects the gameplay. Would you feel like "just" changing your facing is a waste of a turn in combat situations? Not sure.